This is in combat and mechanics section because damage shields are OP in every aspect of this game. It's the reason why magicka has insane survivability in comparison to stamina in PvE, and the fact that magSorcs can add 20k+ effective health in 2 seconds by alternating between hardened ward and harness magicka while in PvP is way too strong.
I do not have the solution, but I can offer a few ideas:
1) Make them critable, but have them affected by the users mitigation.
2) Have them affected by defile.
3) Increase the cost of a following damage shield by 33% if applied again within 5 seconds.
I would not suggest doing both suggestion 1 and 2 because that would render damage shields useless. Combining either 1 or 2 with 3 would be fine though.
Yes, I'm expecting to be zerged by QQing magsorcs for stating the obvious, but this is long overdue and we will see posts like this throughout the entire lifetime of ESO until something is done about it.
1. You will make shields completely broken. You are basically giving them a 20%+ dmg mitigation. Slap some impen to negate most of the crits and now you are looking at unkillable 50k hp sorcs with 15k burst "heals".
2. Major defile with befoul will render shields completely useless. You are not just nerfing sorcs but basically every light armor build in the game.
3. Same as 2. Just even worse. Shields don't last more than a couple of seconds in actual combat.
Stacking is the issue. Not individual shields. Address that or implement some smart mechanic that makes shields weaker in 1v1 and stronger in 1vx.
This is in combat and mechanics section because damage shields are OP in every aspect of this game. It's the reason why magicka has insane survivability in comparison to stamina in PvE, and the fact that magSorcs can add 20k+ effective health in 2 seconds by alternating between hardened ward and harness magicka while in PvP is way too strong.
I do not have the solution, but I can offer a few ideas:
1) Make them critable, but have them affected by the users mitigation.
2) Have them affected by defile.
3) Increase the cost of a following damage shield by 33% if applied again within 5 seconds.
I would not suggest doing both suggestion 1 and 2 because that would render damage shields useless. Combining either 1 or 2 with 3 would be fine though.
Yes, I'm expecting to be zerged by QQing magsorcs for stating the obvious, but this is long overdue and we will see posts like this throughout the entire lifetime of ESO until something is done about it.
Try playing with one instead of two shields on a build without necropotence or intentionally stacking max magica.
After you´ve educated yourself on the matter this way come up with reasonable ways to adress shields:
Make hardened + harness not stack.
Improve sorc incombat sustain when harness it out of the equation.
Make undeath not work on shields but only on HP.
Remove shieldbreaker.
Think of a way to let a single shield scale with number of attackers - because as it currently stands shields are only op in 1v1. As soon as you have two competent players attacking you shields go from best to worst defense in the game.
But honestly - even 1v1 you should be able to kill shieldstackers nowadays.
Unfortunately the same attribute that increases the potency of damage shields is the same attribute that increases the scaling of undodgeable abilities such as haunting curse, meteor, soul assault, and Rune cage.
This is in combat and mechanics section because damage shields are OP in every aspect of this game. It's the reason why magicka has insane survivability in comparison to stamina in PvE, and the fact that magSorcs can add 20k+ effective health in 2 seconds by alternating between hardened ward and harness magicka while in PvP is way too strong.
I do not have the solution, but I can offer a few ideas:
1) Make them critable, but have them affected by the users mitigation.
2) Have them affected by defile.
3) Increase the cost of a following damage shield by 33% if applied again within 5 seconds.
I would not suggest doing both suggestion 1 and 2 because that would render damage shields useless. Combining either 1 or 2 with 3 would be fine though.
Yes, I'm expecting to be zerged by QQing magsorcs for stating the obvious, but this is long overdue and we will see posts like this throughout the entire lifetime of ESO until something is done about it.
Try playing with one instead of two shields on a build without necropotence or intentionally stacking max magica.
After you´ve educated yourself on the matter this way come up with reasonable ways to adress shields:
Make hardened + harness not stack.
Improve sorc incombat sustain when harness it out of the equation.
Make undeath not work on shields but only on HP.
Remove shieldbreaker.
Think of a way to let a single shield scale with number of attackers - because as it currently stands shields are only op in 1v1. As soon as you have two competent players attacking you shields go from best to worst defense in the game.
But honestly - even 1v1 you should be able to kill shieldstackers nowadays.
Unfortunately the same attribute that increases the potency of damage shields is the same attribute that increases the scaling of undodgeable abilities such as haunting curse, meteor, soul assault, and Rune cage.
You know what? The same attributes that makes any attack hit harder also makes heals heal more.
Talk about strawman arguments.
This is in combat and mechanics section because damage shields are OP in every aspect of this game. It's the reason why magicka has insane survivability in comparison to stamina in PvE, and the fact that magSorcs can add 20k+ effective health in 2 seconds by alternating between hardened ward and harness magicka while in PvP is way too strong.
I do not have the solution, but I can offer a few ideas:
1) Make them critable, but have them affected by the users mitigation.
2) Have them affected by defile.
3) Increase the cost of a following damage shield by 33% if applied again within 5 seconds.
I would not suggest doing both suggestion 1 and 2 because that would render damage shields useless. Combining either 1 or 2 with 3 would be fine though.
Yes, I'm expecting to be zerged by QQing magsorcs for stating the obvious, but this is long overdue and we will see posts like this throughout the entire lifetime of ESO until something is done about it.
Try playing with one instead of two shields on a build without necropotence or intentionally stacking max magica.
After you´ve educated yourself on the matter this way come up with reasonable ways to adress shields:
Make hardened + harness not stack.
Improve sorc incombat sustain when harness it out of the equation.
Make undeath not work on shields but only on HP.
Remove shieldbreaker.
Think of a way to let a single shield scale with number of attackers - because as it currently stands shields are only op in 1v1. As soon as you have two competent players attacking you shields go from best to worst defense in the game.
But honestly - even 1v1 you should be able to kill shieldstackers nowadays.
Unfortunately the same attribute that increases the potency of damage shields is the same attribute that increases the scaling of undodgeable abilities such as haunting curse, meteor, soul assault, and Rune cage.
You know what? The same attributes that makes any attack hit harder also makes heals heal more.
Talk about strawman arguments.
Heals get weaker with defile, shields do not.
https://forums.elderscrollsonline.com/en/discussion/comment/5210402#Comment_5210402Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.
Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.
https://forums.elderscrollsonline.com/en/discussion/comment/5215351#Comment_5215351Emma_Overload wrote: »Now you've wandered off into the weeds even more than usual...
LOL, Haunting Curse does NOT hit harder than Incap, and it does NOT go off every 2 seconds!
Average Haunting Curse damage on my death recap is around 6.5k (no-cp). Average Incap is around 5k. And yes, the 2 second bit was an exaggeration.
https://forums.elderscrollsonline.com/en/discussion/418615/why-so-much-hate-for-mag-sorcs/p1Their execute gives them an unfair advantage in BGs (they can steal kills from the opposing team with little effort), their damage shields give them better survivability than heavy armor, Rune cage gives magSorcs free kills with no counterplay, Haunting Curse hits hard than incap but it goes off every 2 seconds, and you can't block or dodge it (you can shield it though which is just another reason why damage shields are OP).
https://forums.elderscrollsonline.com/en/discussion/comment/5193884#Comment_5193884Lol yeah they are. Did you see Alcast's latest BG video? He even says he's not even good with a magsorc and he's wrecking faces.
You don’t make medium armour more fun by making everything else less fun.
You don't think there will be any issues with making medium armor as tanky as damage shields? I don't disagree that medium needs a buff, but at what point do we say that something is too strong, I think damage shields are more of an issue in pve honestly.
GreenSoup2HoT wrote: »Emma_Overload wrote: »GreenSoup2HoT wrote: »Just scale shields off spell damage. That way you either have a ton of magicka with smaller shields or less max magicka but stronger shields.
Don't throw me in the briar patch, Br'er Fox!
Haha, your plan has a flaw! Seriously, imagine all the Mag Sorcs switching to Stam so they can run Pelinal's and dominate PvP for months.
Doubt it. Easy fix though, add spell crit/pen to the calculation. Now pelinals wont work the way you propose. You'd be better off min/max'ing a 7light build for high spell damage.
Emma_Overload wrote: »I agree with the headline... the post, not so much.
Damage shields need to be BUFFED
GreenSoup2HoT wrote: »Emma_Overload wrote: »GreenSoup2HoT wrote: »Just scale shields off spell damage. That way you either have a ton of magicka with smaller shields or less max magicka but stronger shields.
Don't throw me in the briar patch, Br'er Fox!
Haha, your plan has a flaw! Seriously, imagine all the Mag Sorcs switching to Stam so they can run Pelinal's and dominate PvP for months.
Doubt it. Easy fix though, add spell crit/pen to the calculation. Now pelinals wont work the way you propose. You'd be better off min/max'ing a 7light build for high spell damage.
Pelinal is the smallest of the issues. Problem is that shields scaling from spell dmg is a buff for shieldstackers , especially magsorcs. Magsorcs dont run high magicka builds to sustain or for damage they're running high magicka builds because their defense is dependant on it. When power creep was lower magsorcs were running with builds having like 35-38k magicka and they were doing fine. The thing with scaling Shields purely from spell dmg is that damaging/healing abilities are scaled stronger from spell damage with 1:10,5 ratio with mines having 1:20 ratio which means 1 point of spell damage increases ability tooltip same like 10,5 or 20 points of max magicka.
Bonus in sets for spell damage is 129 when to magicka 1096 when 129 spell dmg=1355 max magicka in formula for most abilities not mentioning we have sets like julianos , burning spellwave , SPC , Scathing Mage etc plus spell damage enchantments to jewery and weapons. There are also easily accesible percentage bonuses to spell damage like major sorcery , sorc passive Expert Mage , alliance war passive Continuous Attack etc.
Right now base shield value lets say for Hardened Ward is equal to ~37% of max magicka. It wouldnt be an issue to create builds that would have like 35k magicka but 5k spell dmg when fully buffed. If we would just start to scale Shields similarly that would mean Hardened Ward would get stronger especially in non CP enviroment where it's easier to keep high spell dmg then high max magicka. That would also mean that sorc damage would go up with mines beeing basicly instant kill if someone would step on 2 of them. In duelas sorcs would just go for Siroria and stand whole fight in their mines. Even if scaling for shields from spell damage would be lowered comparing to current state of scaling from max magicka sorcs would still be investing into spell damage because they would have no other choice so at the end they would still end up with much higher damage then currently plus at worst with similar shields values.
I now have a build with 58k magica, giving a 15k hardened ward. This is now enough. But it has only 10k stam and nothing to help recov. It also has 16k health in Cyro, and 0 impen. It also cannot sustain a stam opponent (but at least it lasts longer than 1cd). My skill-bars contain 7 abilities dedicated for defence. 2 shields, rapid regen, resto ult, BoL, inner light and aegis.
The point is, should a build primarily focused on defence not be able to survive? Every single stat is based on upping shield strength. 7 out of 12 abilities on my bar are there for defensive use. And barring the odd streak, I am NOT mobile. No dodging, no sprinting, no major expedition or snare removal. But people complain about me being hard to kill. Should I not be hard to kill when built to be hard to kill.? (and no, I can not get a 30k shield stack) And yes, still get wrecked by multiple semi-competent opponents - only cannot escape from them anymore!
What I’d like to see:
1. Nerf shield stacking. Harness and hardened won’t activate if one or the other is up. Healing ward still works. Call it a major/minor system or whatever.
2. Turn bound armor into what it’s supposed to be. You summon a set of Daedric armor with the activated effect. It counts the same as heavy armor for mitigation, and it lasts at least six to eight seconds. The 8% Max Magicka slotted effect remains.
3. Rune cage should be a DOT, so that every DOT crit will activate power surge heals.
So instead of two shields, you get only one, on top of conjured heavy armor, while wearing light. When one shield is broken (in one GCD), you take damage, but it’s mitigated by heavy defense so that you aren’t just one-shot. Surge provides reliable heals without having to hump someone’s leg with boundless storm.
If you want to nerf shield stacking without some kind of backup class burst heal or heavy armor mitigation - you’re being a disingenuous stamtard who just wants to one shot Sorcs. Unfortunately that’s most of the forum posters around here.
That would be horrible because then stam sorcs could utilize damage shields with equal efficiency as magSorcs.
They also do 20k damage when they expire, per your analogy. (Funny how every nerf thread always misses that part)This is in combat and mechanics section because damage shields are OP in every aspect of this game. It's the reason why magicka has insane survivability in comparison to stamina in PvE, and the fact that magSorcs can add 20k+ effective health in 2 seconds by alternating between hardened ward and harness magicka while in PvP is way too strong.
I do not have the solution, but I can offer a few ideas:
1) Make them critable, but have them affected by the users mitigation.
2) Have them affected by defile.
3) Increase the cost of a following damage shield by 33% if applied again within 5 seconds.
I would not suggest doing both suggestion 1 and 2 because that would render damage shields useless. Combining either 1 or 2 with 3 would be fine though.
Yes, I'm expecting to be zerged by QQing magsorcs for stating the obvious, but this is long overdue and we will see posts like this throughout the entire lifetime of ESO until something is done about it.
https://forums.elderscrollsonline.com/en/discussion/comment/5210402#Comment_5210402Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.
Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.https://forums.elderscrollsonline.com/en/discussion/comment/5215351#Comment_5215351Emma_Overload wrote: »Now you've wandered off into the weeds even more than usual...
LOL, Haunting Curse does NOT hit harder than Incap, and it does NOT go off every 2 seconds!
Average Haunting Curse damage on my death recap is around 6.5k (no-cp). Average Incap is around 5k. And yes, the 2 second bit was an exaggeration.https://forums.elderscrollsonline.com/en/discussion/418615/why-so-much-hate-for-mag-sorcs/p1Their execute gives them an unfair advantage in BGs (they can steal kills from the opposing team with little effort), their damage shields give them better survivability than heavy armor, Rune cage gives magSorcs free kills with no counterplay, Haunting Curse hits hard than incap but it goes off every 2 seconds, and you can't block or dodge it (you can shield it though which is just another reason why damage shields are OP).https://forums.elderscrollsonline.com/en/discussion/comment/5193884#Comment_5193884Lol yeah they are. Did you see Alcast's latest BG video? He even says he's not even good with a magsorc and he's wrecking faces.
Look like you really hate sorc.
I do not have the solution, but I can offer a few ideas:
1) Make them critable, but have them affected by the users mitigation.
2) Have them affected by defile.
3) Increase the cost of a following damage shield by 33% if applied again within 5 seconds.
Nerf damage shields in a sloads meta? Lol.
1.) Shields cannot themselves crit, nor do they offer armor resistance. Therefore they don’t take crtitical damage. Crittable shields with resists would be stronger than what you have now. Don’t underestimate even just ~10k resist...that’s more than double fortifies brass/spriggans/spinners provide in resist/pen.
2.) Shields cannot be buffed by mending or vitality so how does it make sense that they should be reduced by defile, the counter debuff to +healing?
3.) That sounds about as reasonable as making heals stack in cost with each use. That is to say, not at all.
Shields are not what’s OP about sorcs atm. Rune cage however, well that’s another story. Cage is giving too much control in fights currently and that might make sorc defenses seem stronger than they are.
https://forums.elderscrollsonline.com/en/discussion/comment/5210402#Comment_5210402Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.
Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.https://forums.elderscrollsonline.com/en/discussion/comment/5215351#Comment_5215351Emma_Overload wrote: »Now you've wandered off into the weeds even more than usual...
LOL, Haunting Curse does NOT hit harder than Incap, and it does NOT go off every 2 seconds!
Average Haunting Curse damage on my death recap is around 6.5k (no-cp). Average Incap is around 5k. And yes, the 2 second bit was an exaggeration.https://forums.elderscrollsonline.com/en/discussion/418615/why-so-much-hate-for-mag-sorcs/p1Their execute gives them an unfair advantage in BGs (they can steal kills from the opposing team with little effort), their damage shields give them better survivability than heavy armor, Rune cage gives magSorcs free kills with no counterplay, Haunting Curse hits hard than incap but it goes off every 2 seconds, and you can't block or dodge it (you can shield it though which is just another reason why damage shields are OP).https://forums.elderscrollsonline.com/en/discussion/comment/5193884#Comment_5193884Lol yeah they are. Did you see Alcast's latest BG video? He even says he's not even good with a magsorc and he's wrecking faces.
Look like you really hate sorc.
I hate things that are overpowered which is currently sorcs. Unfortunately I do find it fun to play as one. It may surprise you but I actually hate playing stam with the exception of the stamblade, but that's because I think uppercut and flurry are garbage spammables. I may try the other stam classes again with the new crushing weapon spammable though.
Oh and if it makes you feel better a couple years ago it was forumplars that accusing me of being a Templar hater, and was even getting personal messages by them that were very rude because I was calling them out about how OP they are.
Thankfully ZOS nerfed them in every way I suggested with the exception of removing the Shards CC. I thought that was overkill.
https://forums.elderscrollsonline.com/en/discussion/comment/5210402#Comment_5210402Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.
Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.https://forums.elderscrollsonline.com/en/discussion/comment/5215351#Comment_5215351Emma_Overload wrote: »Now you've wandered off into the weeds even more than usual...
LOL, Haunting Curse does NOT hit harder than Incap, and it does NOT go off every 2 seconds!
Average Haunting Curse damage on my death recap is around 6.5k (no-cp). Average Incap is around 5k. And yes, the 2 second bit was an exaggeration.https://forums.elderscrollsonline.com/en/discussion/418615/why-so-much-hate-for-mag-sorcs/p1Their execute gives them an unfair advantage in BGs (they can steal kills from the opposing team with little effort), their damage shields give them better survivability than heavy armor, Rune cage gives magSorcs free kills with no counterplay, Haunting Curse hits hard than incap but it goes off every 2 seconds, and you can't block or dodge it (you can shield it though which is just another reason why damage shields are OP).https://forums.elderscrollsonline.com/en/discussion/comment/5193884#Comment_5193884Lol yeah they are. Did you see Alcast's latest BG video? He even says he's not even good with a magsorc and he's wrecking faces.
Look like you really hate sorc.